Recommended Requirements for Naxxramas (Normal and Heroic)

Your requests have been heard and I am here to deliver. I’ve received repeated emails for minimum Naxx requirements for both 10s and 25s. Unlike the Kara or ZA guides I wrote, this one will be much more brief. I won’t be able to give precise numbers for stats or anything like before due to radical buff changes in raiding. I spent a lot of time writing, re-writing and scrapping this post repeatedly because it’s extremely difficult to pen this. Here’s what you should shoot for.

Before you even read the numbers, you should consult Anna’s blog: Am I Ready to Heal Naxx?

Note: These numbers are good for both Naxx 10 and 25.

Note 2: Your mileage may very. Experiment with different raid combinations to find out what works best.

Tanks

Health: 25000 unbuffed
Defense: 540 (Crit immunity)

Note: Druids will have a higher health pool. 30000 health is a good number to aim for.

Melee DPS

Hit: 9%
DPS output on average: 2000 DPS

Obviously the more the merrier.

Caster DPS

Hit: 17%
DPS output on average: 2000 DPS

Note: Both percentages assume you are completely naked and lacking in hit-increasing buffs. You can find your hit percentage by mousing over the hit rating on your character screen.

Healers

Spellpower: 1550
Mana regeneration: 700 (is what I was able to get away with)

Paladins mana regeneration: around 200 with 25% crit is a good start

Shamans may have slightly lower mana regen.

Treat these as guidelines! Use your discretion. If you can handle a few heroics under your belt, then you’re ready to give Naxx a shot! Don’t expect to be killing Kel’Thuzad or anything right away. Know your limits.

Resolutions

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On New Year’s Eve, I was at a friend’s house celebrating and having a good time in general. I played a clutch game of Taboo of guys vs girls. Heh, one of the memorable ones went something like this:

Aimed shot!
HUNTER!
YES!

All the guys cracked up and all the girlfriends had confused looks on their faces. It was glorious.

Once 12 AM hit, we did the usual toasting and cheering and we went around the room listing off resolutions we’d all do this year. This was done to the sound of a modern day Mo-Town type group on the TV (I resolve to sing on-key in Rock Band). Some of the ones I heard were realistic (I resolve to maintain a 3.0 GPA), to the downright impossible (I will never drink again). Then there were the usual ones that people say every year that never goes through (I resolve to lose 30 pounds).

Of course, the last one was made by me. Then a friend spoke up and said something like this:

”Matt, you shouldn’t do that. Don’t set a goal as a resolution. Set a process. Resolve to walk around for at least 30 minutes a day. There’s a Starbucks nearby you, I know that much. Or even go to the public library. Spring and summer are a few months away. Come out and play soccer with us sometime.

And I thought about it and I realized he’s right. You can’t have a goal without a way of attaining it.

Blog

Goal 3000 subscribers

Process: Continued discipline in blogging, raising awareness of posts, more use of Twitter. This blog is in it for the long haul as is the editorial team. Double or nothing.

Goal Increased content (to at least 1.5 posts per day)

Process: Further expansion into the healing arena. More partnerships with player/bloggers. Looking to team up with a Resto Shaman, Holy Paladin and a Disc Priest on the blog to provide more.

Game

Goal Top 10 server

Process: Ner’Zhul is one of the most competitive servers to play on in terms of raiding. Around 20 guilds have taken down Malygos and done Sartharion with 1 drake alive. To do this, loot council will have to continue making smart choices. I need to remain diligent about upcoming raid content and experience it first hand myself via the PTRs if it’s possible.

Goal Avoiding burnout

Process: For the sake of myself and the blog, I cannot risk overdoing it. Healing is both fun and stressful. I can’t do it all the time or else I risk losing interest or not playing my best. To do this, I may level an alt like my Paladin or have some more fun on my Shaman (who is now 2/5 T7.5).

Goal Raid achievements

Process: Going to start looking at these in more detail and determine what we can do and what’s out of our reach. I’m going to start publishing achievement strategies (or at least, my proposed approach).

Personal

Goal Let things go

Process: There are people out there who intentionally go out of their way to try to irritate me for no reason (in life, in game, etc). Yeah it’s annoying and it’s incredibly dumb for them to do that. I’m just going to ignore them until they have something intelligent to say.

Goal GPA to 2.5

Process: The last semester saw my GPA climb to a 2.25. That’s enough for me to get into my program. I got momentum going into the exam. Found me study buddies, converted all my notes, and (the key) applied real life examples to all the concepts I learned. I realized late that the best way to understand a concept is to apply it.

This will be an intriguing 2009. More guest posts are coming (thanks to all the submitters)! A lot of ideas are on the to-write list.

But I think I’m going to go for a walk first.

Check out some other New Year resolutions from the WoW bloggerati:

What are your resolutions? Feel free to add it to the comments below or write on your blog with a linkback here (it shows up under trackbacks).

Image courtesy of sofijab

Circle of Heartbreak: Proposed Fixes

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This a guest post by Jason who examines other ways that Circle of Healing can be “fixed” other than using a cooldown.

Within my guild I’m referred to as the “Pre-Nerf Priest,” lovingly, I’m sure.  However, I’ve recently started getting in-game whispers asking me to heal some heroic “before the nerf hits.”  It’s one thing for gentle ribbing from your guild, those you live, die, and progress with.  It’s a different matter entirely when strangers are bringing it up in the first line of dialogue they’ve ever had with you.  It’s the latter scenario that has really opened my eyes to just how big this coming change is.  Not only are the Priests concerned, but also it appears that every class is painfully aware of what’s to come.

Of course I’m referring to the proposed Circle of Healing nerf coming in patch 3.0.8.  For the uninitiated, Circle of Healing is the spell responsible for life on this planet, grants Chuck Norris-like invincibility allowing all DPS to AoE at will with no ill consequences whatsoever, and (rumor has it) Circle of Healing has beaten WoW.

Twice.

Alright, so maybe that was a bit of an exaggeration. Circle of Healing (CoH) is actually one of four AoE healing spells available to Holy Priests, and the only one requiring a specific talent build as it’s the 41-point talent in the Holy tree. CoH heals five targets in the party or raid within 15 yards of the target. It is one of two spells that can effect targets in the entire raid, and it and Wild Growth (Druid specific ability) are the only instant-cast AoE heal in the game with no cool down timer. In that last part we find our problem.

Blizzard has expressed concern with the over-use of CoH by holy Priests. I’ve personally witnessed usage up to 50-60%. Blizz reports that there are individuals out there who are using it 70% of the time or more. Understandably, they feel that if we’re leaning on the spell this heavily, it’s overpowered.

The proposed nerf is a 6-second cool down to be applied to the spell.  To me this means the spell isn’t healing for too much, it’s an issue with the raw number of times it’s being cast in a raid/dungeon. Their developers and designers put a lot of hard work into those other spells, and dang-it, you need to use them more!

For me, CoH has always been that emergency spell I can pull out of my pocket when things are out of hand or when the boss mechanic calls for it.  Those accidental patrol pulls with vicious AoE, Loatheb’s 4-second window to heal, Malygos’s Vortex ability are all examples of situations where CoH is a godsend and can save a raid.  This is the true value of the spell: the utility of it.  Yes, the 6-second cool down would indeed lower the number of times a Priest can use CoH in an encounter, but it also removes all the previously mentioned utility and, to me, removes all purpose and uniqueness from the spell. 

Further, how creative is a 6-second cool down?  Come on Blizz, you can do better.  However, since you seem set on your solution, let me propose a few of my own.  The idea here is to create a limitation on the use of CoH by giving the players a choice with consequences, as well as retain the core purpose of the spell. 

Think of healing as a water balloon fight. Throwing a water balloon at a single target is relatively easy.  You have one balloon, one target, and two hands (in most cases).  You’re clearly well equipped for this task.  Now take 5 water balloons (6 if you have a special piece of paper stuffed into a book) and hit the 5 driest targets at the same time.  Not so easy is it?  Not only do you have to aim these 5 harbingers of the soak, but it also takes 5 times the effort to throw them.

Yes, you could alleviate the additional strain by waiting 6 seconds between tosses to make up for the additional strain.  However, the purpose of all these water balloons is to make a lot of people wet, fast, in the case of a heat wave.  What do you do?  You have two choices.  Toss progressively smaller and lighter water balloons until you are no longer able to do so, or continue to strain with the same size balloons, throwing slower and slower until your arms give out.  At that point you rest, recover your strength, and are able to resume barraging your victims… err… targets. 

So let’s apply this to CoH with some game-specific mechanics.  While there are several ways to do this, I’m going to mention the two that makes the most sense to me:

Holy Exertion
– Casting CoH causes the debuff “Holy Exertion” to appear on the caster.  The debuff lasts for 6 seconds and can stack up to X number of times, with each cast of CoH refreshing the debuff timer.  Each additional debuff lowers the effectiveness of CoH by a set amount in one of three ways (not all three, just pick one):

  • With each use of CoH within the 6 second window, one less target receives the heal until it reaches 0.
  • Each cast heals for Y% less healing until the amount healed reaches 0.  So if Y is 25%, then after four CoH casts within a 6-second window, you have 6             seconds before casting it will generate heals again.
  • Increased mana usage.  Each cast within the debuff window requires 50% more mana, for example. 

Holy Exhaustion – Similar to the above mechanic with a 6 second timer on a “Holy Exhaustion” debuff, however, there is a more severe penalty for over-using CoH.  In this case, all of your healing spells would be impacted by your decision to use, or not use CoH.  See the following two possibilities:

  • Every time you cast CoH while the debuff is active, you become exhausted.  Each cast causes some percentage decline in your haste rating.  For example, you cast CoH once, the debuff becomes active, no haste penalty.  You cast it again within that 6-second window, and you take a 5% haste penalty.  Again and it’s 10%, then 15%, and so on and so forth.  Sure, this won’t impact CoH as it’s an instant heal, but 6 seconds with a flash or greater heal that takes 50% longer to cast could be fatal to a tank or dps player.
  • The other option is that once the debuff reaches a specific number, you are exhausted and can no longer cast any spells for 6 seconds.

So why are these better solutions to the problem than just slapping on a 6-second cool down?  These allow the spell to remain true to its design and purpose while adding a degree of penalty if over-used.  Now instead of spamming CoH, or under the proposed solution, hitting it and counting to 6, we have to analyze the fight on the fly.  Is it worth taking a possible haste reduction or losing all my heals for 6 seconds to get off this one last CoH? 

Blizzard has said they want to make healing “more fun” and move away from the whack-a-mole model we currently have.  I think they have a great opportunity to start moving in that direction with the CoH change.  Let the players know the risks and weigh the consequences.  Give us something with substance to it, not just another bland spell we’ll tap every 6 seconds.

Image courtesy of woodsy

Everfrost Chip Locations and Coordinates

Players working their way through Storm Peaks will eventually come across the Sons of Hodir faction. Quickly they’ll realize that the rep grind is a big pain in the derriere. For those of us that aren’t into Inscription, we need them because they offer us shoulder enchants.

And we’re all players that want to be the best at what we do so we go out there and farm our butts off.

Along the way, you might hear of these objects known as Everfrost. Every turn in nets you 350 rep.

Here’s a few locations with coordinates and visual references. I’ll continue to add more as I see them. If you happen to see one not on the last, please screenshot and email it to me! Use the contact form to get in touch with me first.

Further more, you may wish to check out this awesome WoWHead map with Everfrost Chip locations pinned on it.

Updates 2

3 more locations (courtesy of Karthis again!)

everfrost2a

Coordinates: 53.1, 64.6

Notes: Above ground level. Fly up.

everfrost3

Coordinates: 59.9, 63.9

Notes: Also above ground level (really high, if you compare it with ground level).

everfrost4

Coordinates: 72.2, 47.9

Notes: Out to the east by them Forefathers.

Updates

Added 2 more locations (Thanks Karthis)

Everfrost chip location

Coordinates: 58.2, 64.6

Notes: Fly up. It’s not at ground level.

 WoWScrnShot_121808_094946

Coordinates: 73.1, 65.4

Notes: As you approach this Everfrost from the east, you might see this chip disappear from your eyes. Don’t worry, it didn’t actually go away. What happened is that you entered a phased part of the map which the chip isn’t a part of. What you have to do here is approach the chip from the southwest (like pictured above). This will let you see it and loot it. If you approach from the north, you won’t be able to see it at all.

Everfrost chip location

Coordinates: 75.2, 48.4

Notes: You can find this at the back of the area where you kill the Forefathers. It’s right on the ledge. Most players tend to miss this one.

Everfrost chip location

Coordinates: 69.3, 53.4

Notes: Just west of the area where you fight the Forefathers.

everfrost

Coordinates: 65.4, 61.0

Notes: Karthis sent in this one. You can find this chip right under the noses of the Sons of Hodir.

WoWScrnShot_010109_113030

Coordinates: 52.3, 67.9

Notes: Right as you fly over the village of the Norse women, look south on a cliff. A lot of players miss this one.

I’ll continue to update this post as I get more locations. If you see any that aren’t on the list, get in touch!

For more information on reputation with other factions, you may wish to look at Wyn’s reputation guide.

Priest Tier 8 Previews

I don’t know if you’ve seen it or not, but the crew at MMO-Champion’s just released screenshots of a bunch of tier 8 gear.

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No wings this time. But we do look more Rogue like. They have Death Knight, Hunter, Mage, Rogue and Warlock Tier 8 previews.

The Hunter set looks incredibly bad ass. Some of the Ulduar weapon previews are out as well. The 1H is almost as large as the 2H. Check out the rifles at the bottom. Talk about packing serious heat. No caster weapons as of yet, however.

What do you think about the Priest Tier 8 look?